Video switcher and touch router system for a gaming machine

ABSTRACT

A gaming system is disclosed for presenting both game content and secondary content on a single display. The gaming system includes: a touch screen game display configured to display content, a gaming controller configured to generate game content, and a secondary controller configured to generate secondary content. The display manager scales at least one of the game content and the secondary content to an altered size, enabling the game content to be rendered with the secondary content on the touch screen game display. The gaming system also includes a coordinate transformation calculation device that receives coordinates from an input on the touch screen game display and accommodates any scaling or shifting performed on at least one of the game content and the secondary content to determine transformed coordinates corresponding to the altered size of the rendered content prior to routing the transformed coordinates to the proper gaming or secondary controller.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.13/932,312, filed Jul. 1, 2013, which is a continuation of U.S. patentapplication Ser. No. 12/350,939, filed Jan. 8, 2009, now U.S. Pat. No.8,475,273, issued Jul. 2, 2013, which claims the benefit of U.S.provisional Patent Application Ser. No. 61/019,824, filed Jan. 8, 2008,all of which are hereby incorporated herein by reference in theirentireties.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD

The disclosed embodiments relate generally to combining gaming andcasino system information on to one or more shared touch displays whilemaintaining a physical separation between gaming equipment and casinosystem-related associated equipment.

BACKGROUND

Providing Picture-in-Picture (PIP) features and multi-framed screenshave been implemented on gaming machines. This typically has beenachieved by programming screen real estate segmentation into acontrolling software application and a process running on a single ormulti-core CPU to specifically draw the output into each frame. Thedrawing software may be accomplished by rendering streaming mediasourced from a local or network media service (e.g., Adobe Flash Server,Windows Media Server), by rendering marked-up commands (e.g., HTML)served up from a local or remote web service, or by direct programmaticmanipulation of graphics.

Traditionally, wagering-related game presentations (spinning reels orvideo games) on an electronic gaming machine is presented on one or morevideo displays. One of these displays, called the Main Game Display, isusually positioned directly in front of and within arms' reach of thecasino patron seated in front of the machine, providing optimal viewingand physically interacting with the electronic gaming machine. Systeminformation, on the other hand, has traditionally been presented via aseparate stand-alone display, called a System Display or iVIEW, usuallymuch smaller in size, located above, below, or to the side of the MainGame Display. System information traditionally displayed has includedthe patron's name, loyalty club information, casino marketing messages,and interaction with secondary marketing promotions, bonus games,sweepstakes, and tournaments. This System Display generally is aseparate, small, multi-line text or LCD graphical display. In bothcases, it is not optimally positioned for either capturing the patron'sattention or for viewing in general.

A need exists to enhance the patron's overall gaming experience bypresenting key system information at a location optimized fornotification and viewing by the player. An ideal location would be onthe Main Game Display since all gaming cabinets are designed with thisdisplay placed for optimal interaction with the wagering game, includingbar top, slant top, and upright-style electronic gaming cabinets.

Many secondary displays on a gaming machine are under-utilized. Many areused simply as static electronic glass. Others provide a secondarydisplay for displaying bonus games or progressive meters in conjunctionwith the wagering game on that cabinet while a patron is wagering on thedevice. A need exists to more effectively utilize this secondarydisplay, especially when no one is actively wagering on the gamingmachine by displaying casino specific messages, for example, advertisingthe specific game, casino events and promotions, responsible gamingmessages, or other types of advertisements and messages. It would beadvantageous to display these messages located for optimal viewing bypatrons in the vicinity of the electronic gaming machine, not justsitting in front of the machine. For many electronic cabinet styles,this would be the secondary display often located above the Main GameDisplay.

Currently, a separate screen is used to display system information whilemaintaining a separation between the gaming machine with one or moremaster gaming controllers from the associated equipment player trackingdevice. A need exists to reduce costs by eliminating the separatedisplay used for system information. It would be advantageous to displayboth a wagering game and system information on the same display.

Also currently, system information is streamed or otherwise communicatedthrough TCP/IP, serial ports, USB, and other methods to a softwarecomponent running on the master gaming controller that renders thecontent and manages the interactivity with the patron; for example,touches. This exposes the master gaming controller to aberrant andmalicious software compromising the integrity of the wagering game.Further, substandard and poorly implemented software consumes more thanits share of resources and affects the performance and function of thewagering game. Therefore, a need exists for the wagering gaming deviceand the software, that renders the system information to be separatedand protected from each other.

Where system information is rendered through software components runningon the master gaming controller, the operating software must be designedin such a way to ensure the integrity of the wagering game software isalso running on the master gaming controller. As a result, when newsystem-only capabilities are needed, such as a new biometric camera,which do not directly affect or are directly used by the wagering game,each game manufacturer must update their operating system software tosupport such features and new devices. This results in slower time tomarket for such features since each manufacturer must have theirplatform approved by regulators. This further results in inconsistencyacross a given casino floor since manufacturers employ differentschedules for implementation. Accordingly, a need exists to share thetouch displays with no changes being required in the wagering gamesoftware, or game operating system, or any other software running on themaster game controller.

Furthermore, a need exists to employ shared wagering game and systemtouch displays on legacy electronic gaming machines without affectingthe performance of either the wagering game or the system content.Updates to system-driven content will not touch the regulated gamingsoftware. Also, a need exists to employ a shared wagering game andsystem touch displays with a consistent experience. It would beadvantageous for the customer experience to be consistent on allelectronic gaming machines across all manufacturers, and across allgames and computer hardware configurations on a casino floor. Thereexists a need to maintain the well-defined separation between regulatedgaming equipment and associated equipment.

A need also exists to allow patrons to interact with the gaming machinebased on what is shown on the shared displays. The patron's touches mustbe sent to the correct source of what is being shown on the shareddisplay at the point where the patron touched. It would be advantageousto process and route the touches with no changes being required in thewagering game software or game operating system or any other softwarerunning on the master game controller.

SUMMARY

In accordance with one or more embodiments, a Video Switching Device(“VSD”) is placed between the master gaming controller and its main gamedisplay and any Secondary Displays. Specifically, a system gaming/playertracking device, which by switching (e.g., arbitrating, redistributing,or the like) video output from one or more master gaming controllersand/or one or more associated equipment devices, displays the resultingvideo output to one or more video displays associated physically orlogically with an electronic gaming machine (EGM). In one aspect, thevideo switching is controlled by the associated equipment device that isconnected to backend casino systems or controlled by centralconfiguration servers over an Ethernet connection. User inputs (e.g.,via touch, or other coordinate input devices based on the geometry ofthe video display) are received by the touch de-multiplexer and routedto the appropriate master gaming controller or associated equipmentdevice, scaled appropriately, as determined by a video output window theuser was interacting with on the shared touch display.

In another embodiment, a gaming system is disclosed for presenting bothgame play video signals and secondary video signals on a single display.The gaming system includes: a touch screen game display that displaysvideo signals, the touch screen game display in communication with atouch router device; a gaming controller that generates a game playvideo signal; a secondary controller that generates a second videosignal; a display manager, and a coordinate transformation calculationdevice. In one version of this embodiment, the display manager includesa scaler chip in communication with the gaming controller, the secondarycontroller, and the touch screen game display. The display managerreceives the game play video signal from the gaming controller and thesecond video signal from the secondary controller. The scaler chip ofthe display manager scales or shifts at least one of the first videosignal and the second video signal to an altered size, enabling thefirst video signal from the gaming controller to be rendered with thesecond video signal from the secondary controller. Continuing, thecoordinate transformation calculation device receives coordinates frominput on the touch screen game display and accommodates any scaling orshifting performed on at least one of the first video signal and thesecond video signal to determine transformed coordinates correspondingto the altered size of the rendered video signals.

In still another embodiment, a gaming system is disclosed for presentingboth game content and secondary content on a single display. The gamingsystem includes: a touch screen game display configured to displaycontent, the touch screen game display in communication with a touchrouter device; a gaming controller configured to generate game contentto be viewed on the touch screen game display; a secondary controllerconfigured to generate secondary content to be viewed on the touchscreen game display; a display manager; and a coordinate transformationcalculation device. The display manager is in communication with thegaming controller, the secondary controller, and the touch screen gamedisplay. The display manager receives game content from the gamingcontroller and a secondary content from the secondary controller.Additionally, the display manager scales at least one of the gamecontent and the secondary content to an altered size, enabling the gamecontent from the gaming controller to be rendered with the secondarycontent from the secondary controller on the touch screen game display.Continuing, the coordinate transformation calculation device receivescoordinates from input on the touch screen game display and accommodatesany scaling or shifting performed on at least one of the game contentand the secondary content to determine transformed coordinatescorresponding to the altered size of the rendered content.

The VSD is also located between the associated equipment deviceconnected to the casino system network (e.g., player tracking device)and its System Display. In one embodiment, the VSD is a separatehardware device with multiple video input ports and a controller port.The VSD receives one or more video signals from the master gamingcontroller and one or more video signals from the system device anddisplays one or multiple video signals on one or more shared displays.The video signal inputs and outputs may be 9-pin Video Graphics Array(VGA), 15-pin Super VGA, Low-voltage differential signalling (LVDS),Digital Visual Interface (DVI), HDMI, or any combination thereof. Thecontroller port may be RS-232 Serial, USB, Ethernet, and the like. Onevideo signal may be presented alone on one of the displays, with theother signal absent from that shared display, or multiple signals may besimultaneously displayed on one of the shared displays.

The screen may be split between multiple signals, or one or more signalsmay overlay one or more background signals. The overlaid signal(s) maycompletely obscure the background signal(s) or may provide a level oftransparency by allowing the background signal to be partially orcompletely visible. Also, the overlaid signal may provide differentlevels of transparency in different areas of the display, effectivelysuperimposing an image on top of the background signal. The VSD receivescommands from a device or server via Ethernet connection, preferably aplayer tracking device (an associated equipment device) directing theVSD to split, overlay, superimpose, and otherwise share the displayamong the video input signals. This VSD enables the wagering gamerunning on the master gaming controller and the system informationrendering software to remain completely independent of each other,executing on single or multi-core CPU's located on completely separateelectronic devices.

In accordance with one or more embodiments, a Touch Router Device(“TRD”) receives touch signals from micro-controllers located on each ofthe touch displays, specifying the physical coordinates of a touch. TheTRD determines the source of the video images displayed at the physicalscreen coordinates and calculates any coordinate transformation toaccommodate any scaling or shifting performed on the video signal as itis mixed (e.g., switched, arbitrated, redistributed, or the like) foruse on the display. The TRD then sends the relative coordinates(de-scaled and de-shifted) to the appropriate source device, a mastergaming controller, or an associated equipment device, by mimicking thetouch controller. This Video Switching/Touch Router Device enables thewagering game running on the master gaming controller and the systeminformation rendering software to remain completely independent of eachother, executing on single or multi-core CPU's located on completelyseparate electronic devices and shared touch displays.

In one embodiment, the TRD is a software component located on the playertracking device, i.e., an associated equipment device. The shareddisplays' touch controllers communicate with the player tracking deviceusing RS-232 serial ports, USB ports (possibly utilizing a USB hub), acombination of the two, or conversion of one to another. The playertracking device's touch controller driver receives the touch signalsfrom the microcontroller(s), converts their signals to physicalcoordinates, and provides the coordinates to the TRD, if the playertracking device is not the source of the video signal located at thatphysical coordinate. The TRD determines the video source, any scaling orshifting performed on the video signal, calculates the physicalcoordinates from a perspective of the video signal source device, andsends the touch micro-controller signals and commands to the touchdevice driver on the source device either through RS-232 serial ports orUSB ports (possibly utilizing a USB hub), a combination of the two, orconversion of one to another.

Further aspects, features and advantages of various embodiments of thedisclosed embodiments may be apparent from the following detaileddisclosure, taken in conjunction with the accompanying sheets ofdrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a component diagram of a Display Manager connected tocomponents of an Electronic Gaming Machine and Player Tracking Device;

FIG. 2 is a component diagram of the components of the Display Manager;

FIGS. 3A and 3B are component diagrams of the Touch Router;

FIGS. 4A through 4C are diagrams of different screen splittingembodiments;

FIG. 5 is a diagram demonstrating how the Video Switcher scales video;

FIG. 6 is a diagram demonstrating super imposing one video stream overanother;

FIG. 7 is a logic diagram charting a touch screen signal from a patron'stouch to the final software endpoint receiving the relative pixel screencoordinate;

FIG. 8 is a component diagram demonstrating the current configuration ofa gaming system;

FIG. 9 is a component diagram depicting the components of a DisplayManager embodiment;

FIG. 10 is a component diagram of one embodiment of a Display Manager;

FIGS. 11-13 are diagrams of different screen splitting embodiments;

FIG. 14 is a diagram depicting re-mapped game touch coordinates;

FIG. 15A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a main monitor and a topmonitor, where one Display Manager drives both monitors;

FIG. 15B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 15A;

FIG. 16A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a main monitor and a topmonitor, where one Display Manager drives only the top monitor;

FIG. 16B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 16A;

FIG. 17A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a single monitor, whereone Display Manager drives the monitor;

FIG. 17B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 17A;

FIG. 18A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a rotated widescreenmonitor, where one Display Manager drives the monitor;

FIG. 18B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 18A;

FIG. 19A is a component diagram depicting the video connectivity mappingof an embodiment including a stepper cabinet with a top monitor, whereone Display Manager drives the top monitor;

FIG. 19B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 19A;

FIG. 20A is a component diagram depicting the video connectivity mappingof an overlay embodiment including a stepper cabinet with no topmonitor, where an iVIEW device is connected directly to a transparentoverlay;

FIG. 20B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 20A;

FIG. 21A is a component diagram depicting the video connectivity mappingof an embodiment including a stepper cabinet with no top monitor andhaving a standard iVIEW device and display;

FIG. 21B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 21A;

FIG. 22 is a component diagram of an embodiment of an iVIEW; and

FIG. 23 is a component diagram of an embodiment of a fully-featurediVIEW with two VGA outputs;

FIG. 24 illustrates a Display Manager combining the screen content fromtwo or more sources without affecting the physical construction of thedevices connected thereto;

FIG. 25 illustrates installation and configuration of the DisplayManager software and hardware;

FIG. 26 illustrates Display Manager configuration screens;

FIG. 27 illustrates a component diagram of the Display Manager shown inconnection the Master Gaming Controller, the GTM iVIEW, and the gamingmachine display screen;

FIG. 28 illustrates a video connection and the touch screen controldiagram of the Display Manager shown in connection the Master GamingController, the iVIEW, and the Game Display;

FIG. 29 is a logic flow diagram illustrating the Display Manager's basicfunctions;

FIG. 30 is a logic flow diagram illustrating uncarded direct messagesusing the Display Manager system;

FIG. 31 is a logic flow diagram illustrating carded direct messagesusing the Display Manager system;

FIG. 32 is a logic flow diagram illustrating the additional DisplayManager functions; and

FIG. 33 is a logic flow diagram illustrating the additional serial touchscreen functions.

DETAILED DESCRIPTION

Various embodiments are directed to sharing touch displays between oneor more Master Gaming Controllers and one or more associated equipmentdevices, (e.g., a player tracking unit) using a Video Switcher and TouchRouter Device (sometimes referred to herein as a “Display Manager”), toenable system menus and other Picture-in-Picture applications to overlaythe wagering game. Other embodiments may include sharing the displaybetween one or more wagering games and one or more system marketingpromotions, e.g., advertising, loyalty, customer-centric messages, videoconferencing, and video-on-demand applications. Generally, the terms“mixing” and “re-rendering” (e.g., switching, arbitrating,redistributing, routing, or the like), and other forms of each, refer tooriginal signals being passed through a switching device without anycopying and/or saving of the signals or associated data. However, itwill be appreciated by those skilled in the art that other embodimentsmay use any form of video signal processing herein.

Referring to FIG. 1, a component diagram depicts a Display Manager 150(i.e., Video Switcher/Touch Router Device) connected to main componentsof a gaming machine 100 and associated equipment. In one embodiment, theDisplay Manager 150 receives one or more video signals from a MasterGaming Controller 110 and Player Tracking Unit 140. The Display Manager150 receives touch signals from touch screen controllers on a Main GameDisplay 120 and a Secondary Display 130, and routes the signals to theMaster Gaming Controller 110 or Player Tracking Unit 140. In oneembodiment, the Player Tracking Unit 140 communicates with the MasterGaming Controller 110 through a Game Monitoring Unit (GMU) 141. The GMU141 provides a communication interface between the Master GamingController 110 and a Slot Virtual Private Network to handle such thingsas slot accounting, and the like.

The Display Manager 200 has the ability to build a video stream from theVGA signals from the Master Gaming Controller 110 and/or Player TrackingUnit 140. This video stream may be then sent over Ethernet to a server,another gaming device, or to overhead signage. This allows the gamepresentation to be sent enterprise-wide for broadcast purposes. Anon-limiting example is that a jackpot win may have the game screenssent to overhead LCD signs throughout the casino and on web portals.This creates the excitement for all players and not just the one whotriggered the progressive. Also the Display Manager 200 may receive avideo stream from a server and blend this video stream into one or morePicture-In-Picture (“PIP”) window frames viewable on one or more LCDdisplays at the same time. Server executed games may be video streamedto this Display Manager 200 for presentation to the player. Playerinputs from the button deck and touch screen may be sent to theServer-Based Game Engine (SBG) for processing. In some embodiments theMaster Gaming Controller 110 is not needed to provide a thin-clientgaming device. The only components needed are the Display Manager 150and the peripheral controller. All RNG (Random Number Generator) gameoutcomes are determined and rendered on the servers. Even skill or skillpredominate games may execute on the server and be presented to the userover this video stream.

The component diagram of FIG. 2 depicts a Display Manager 200 used forswitching video signals and outputting the result to the Main GameDisplay 120 or Secondary Display 130. In a preferred embodiment, theDisplay Manager 200 has one or more video input ports 231 and 232 thatreceive video signals 230 intended for the Main Game Display 120, from aMaster Gaming Controller video output 238 and Player Tracking Unit videooutput 239. The Display Manager receives instructions through a VideoSwitcher Controller port 220. Using the video signals, the DisplayManager 200 mixes 240 (e.g., switches, arbitrates, redistributes, or thelike) the video signals as directed by the commands coming in from theVideo Mixer Controller 220 and outputs the result through a video-outport 241 that is connected to the video-in port on the Main Game Display120.

In another embodiment, the Display Manager 200 also has one or morevideo input ports 251 and 252 that receive video signals 250 intendedfor the Secondary Display 130 from a Master Gaming Controller videooutput 258 and Player Tracking Unit video output 259. The DisplayManager 200 receives instructions through the Video Mixer Controller220. Using the video signals, the Display Manager 200 mixes 260 (e.g.,switches, arbitrates, redistributes, or the like) the video signals asdirected by the commands coming in from the Video Mixer Controller 220and outputs the result through the video-out port 261 that is connectedto the video-in port on the Secondary Display 130.

In one embodiment, these video input and output connections 231, 232,241, 251, 252, and 261 are 15-pin Super Video Graphics Array (“SVGA”).In an alternative embodiment, these video connections may be 9-pin VideoGraphics Array (“VGA”), 15-pin SVGA, Low-voltage differential signalling(“LVDS”), Digital Visual Interface (“DVI”), any other video signalconnection, or any combination thereof. The Master Gaming Controller 110may be transmitting one or more protocols such as, but not limited to:

x y Aspect Name (width) (height) Ratio VGA 640 480 4:3 SVGA 800 600 4:3XGA 1024 768 4:3 XGA+ 1152 864 4:3 SXGA 1280 1024 5:4 SXGA+ 1400 10504:3 UXGA 1600 1200 4:3 QXGA 2048 1536 4:3 WXGA* 1366 768 16:9  WXGA+*1440 900 16:10 WSXGA* 1600 1024 16:10 WSXGA+ 1680 1050 16:10 WUXGA 19201200 16:10 WQXGA 2560 1600 16:10

In one embodiment, the Video Mixer Controller 220 is a USB port. In analternative embodiment, the port may be an RS-232 serial port orEthernet port and connected to a server or other controller inside thegaming cabinet.

Referring now to FIG. 3A, Touch Routers 325 and 335 are shown receivingtouch signals from touch controllers 321 and 331 and routing the signalsto the appropriate software applications. In one embodiment, the TouchRouters 325 and 335 are executed on the Player Tracking Unit 140. Inthis embodiment, the Main Game Display 120 is fitted with a Main GameTouch Screen 320. The Main Game Touch Screen is connected to the MainGame Touch Screen micro-controller 321. The micro-controller registersthe touches by sending signals and commands to the Main Game DisplayTouch Driver 323 on the Player Tracking Unit 140. The micro-controlleris connected to the Player Tracking Unit 140 via a COM port 322.

The Main Game Display Touch Driver 323 receives the micro-controllermessages and commands and calculates the pixel coordinate of the touchand communicates these coordinates to the Main Game Display Touch Router325. The Main Game Display Touch Router 325 determines if the touchoccurred over the scaled and shifted video input from the Master GamingController video input 231 or the Player Tracking Unit video input 232to determine the proper destination to route the touch message. Thetouch message is either routed to the Player Tracking Software 340 or tothe Main Game Display Touch Driver 343 on the Master Gaming Controller110. The Player Tracking Unit 140 connects to the touch driver via a COMPort-Out 329 on the Player Tracking Unit connected to a COM Port-In 342on the Master Gaming Controller 110.

In another embodiment, the system created content is rendered in anoverlay window that occludes main game content. The non-remapped orscaled touch screen input data may be sent to both the Master GamingController and the player tracking software and to the servers forprocessing. Otherwise stated, all applications receive all touch events,and each application processes these events in their own ways.

In another embodiment, the Secondary Display 130 is fitted with aSecondary Touch Screen 330. The Secondary Touch Screen is connected tothe Secondary Touch Screen micro-controller 331. The micro-controllerregisters the touches by sending signals and commands to a SecondaryDisplay Touch Driver 333 on the Player Tracking Unit 140. Themicro-controller is connected to the Player Tracking Unit 140 via a COMport 332. The Secondary Display Touch Driver 333 receives themicro-controller messages and commands and calculates the pixelcoordinate of the touch and communicates these coordinates to aSecondary Display Touch Router 335. The Secondary Display Touch Routerdetermines if the touch occurred over the scaled and shifted video inputfrom the video input 251 or the Player Tracking Unit video input 252 todetermine the proper destination to route the touch message. The touchmessage is either routed to the Player Tracking Software 340 or to theSecondary Display Touch Driver 353 on the Master Gaming Controller 110.The Player Tracking Unit 140 connects to the touch driver via a COMPort-Out 339 on the Player Tracking Unit connected to a COM Port-In 352on the Master Gaming Controller 110.

In one embodiment, the COM ports 322, 329, and 342 may be RS-232 serialports. An alternative embodiment may use a USB port. Still anotherembodiment may use a combination of USB and serial ports, usingUSB-to-serial converters to allow RS-232 communications through USBports. Those skilled in the art will appreciate that other ports mayalso be used, such as Ethernet, TCP/IP, and parallel ports. Referring toFIG. 3B, an embodiment is shown that utilizes a USB hub.

In still another embodiment, the Main Game Touch Screen 320 and theSecondary Touch Screen 330 use Sound Acoustic Wave technology tocalculate the location of the touch. Alternative non-limitingembodiments may incorporate touch screens utilizing Resistive,Capacitive, Infrared, Strain Gauge, Optical Imaging, Dispersive SignalTechnology, Acoustic Pulse Recognition, Frustrated Total InternalReflection technologies, any multi-touch capable display technology, orany combination thereof.

A series of diagrams are shown in FIGS. 4A through 4C demonstratingseveral methods of video switching of two video inputs 410 and 420 or425, and displaying both simultaneously on a shared display 450. FIG. 4Ademonstrates a split screen scenario. In one embodiment, the DisplayManager 200 receives the Game Video 410 and Player Tracking Unit Video420 and displays them side-by-side on a screen of the shared display. Ina non-limiting embodiment, the Player Tracking Unit Video 420 is notscaled or shifted, but a resulting Game Video 451 has been scaledhorizontally so that both video signals are displayed on the screensimultaneously. In another embodiment, the Player Tracking Unit Video ispositioned towards the bottom of the display and scales the Game Videovertically. Still another embodiment scales both the Player TrackingUnit Video and the Game Video. Another alternate embodiment has a screendisplay that is larger and has a higher resolution than either the GameDisplay or Player Tracking Unit Display such that both video outputs maybe displayed on a split screen without scaling either one.

Referring to FIG. 4B, a Picture-in-Picture scenario is demonstrated. Inthis embodiment, a screen layout of the Player Tracking Unit Video 425is designed so that a space is reserved for overlaying the Game Video410. The Display Manager 200 scales and shifts a resulting Game Video452 so that it is positioned above the reserved area on the PlayerTracking Unit Video 425 in the shared display 450. In an alternativeembodiment (not shown), an area of the screen layout on the game isreserved, and the Player Tracking Unit Video is overlaid on top of thegame. This might be reserved for such information as player name,credits available, or other game or system information.

Referring now to FIG. 4C, a transparency scenario is depicted. In thisembodiment, the Player Tracking Unit Video 420 is overlaid on top of aGame Video 411 in the shared display 450. The Game Video is able to beviewed through a resulting Player Tracking Unit Video 422 with acustomizable level of transparency from 0% (Player Tracking Unit Videois completely opaque) to 100% (Player Tracking Unit Video is completelytransparent). In another embodiment, it is advantageous andaesthetically pleasing to alter this level very quickly in a shortperiod of time. When the level changes from 0 to 100 or alternativelyfrom 100 down to 0, continuously or at certain values in the range, theresulting effect is for the Player Tracking Unit Video 422 to fade in orfade out over the Game Video 411.

FIG. 5 shows the scaling performed on the Game Video. In thisembodiment, the Game Video 410 is scaled and shifted and displayedPicture-in-Picture 452 on the shared display 450. The original GameVideo height (“GHeight”) 511 and width (“GWidth”) 512 is scaledhorizontally by a factor of ScaleX (0 to 100%) and vertically by ScaleY(0 to 100%). A resulting Game Video 452 has a width of ScaleX*GWidth 551and a height of ScaleY*GHeight 552. The scaled Game Video 452 is shiftedhorizontally by ShiftX 561 and vertically by ShiftY 562, so that itslower left coordinate (0,0) on the original Game Video 410 is physicallylocated at coordinate (ShiftX, ShiftY) on the shared display 450.Coordinate (Gx, Gy) 510 on the Game Video 410 would be translated to (x,y) 550 on the shared display 450 in such a way that:

x=ShiftX+(ScaleX*Gx)

y=ShiftY+(ScaleY*Gy)

Still in another embodiment, one video input is superimposed overanother, allowing part of a first video signal to be fully transparent,thus allowing the second video signal to be completely visible at thosecoordinates, while having other parts of the first video signal tocompletely obscure the second signals at other coordinates. FIG. 6 is adiagram demonstrating one embodiment where a system video signal issuperimposed over the Master Game Controller signal. In a non-limitingexample, a Game Video 610 shows a five-reel video slot game. In othernon-limiting embodiments, the Game Video may be video from anyelectronic video game, such as video reel slot games, video poker, videoblackjack, video roulette, video craps, video keno, and video andelectronic bingo. One skilled in the arts will appreciate that thewagering game video source could include any existing or future wageringgame, including a 3D video game, dexterity-based skill games,knowledge-based skill games, lottery terminals, and the like.

A Player Tracking Video 625 is shown as a single screen with three areasof interest. First, there is a streaming video window 630 presentingsome video-on-demand. Second, there is a player message window 640presenting a welcome message to a recognized player. In one embodiment,the player is recognized by inserting his loyalty or player's club cardinto a card reader on the gaming machine 100. The Player Tracking Unit140 reads the identification number and requests the player name andother player information from the slot system or CMS. Once theinformation has been sent to the player device, it then displays one ormore messages applicable to this player, including possibly targetadvertisement, personal, or other messages.

In another embodiment, the Player Tracking Unit may recognize the playerthrough a biometric face or retinal camera. Still, in anotherembodiment, the Player Tracking Unit may recognize the player throughfinger print recognition technology by either having the player touch orswipe his finger across a reader, or by having the reader embedded inanother peripheral, such as a button or touch screen. The third area ofinterest on the Player Tracking Unit Video 625 is the remaining unusedscreen area 650 that has been colored Magenta.

In other non-limiting embodiments, this color could be green, blue, orany other color that is guaranteed not to show up in the other usedareas of the screen. The Display Manager 200 super imposes 649 thePlayer Tracking Unit Video 625 on top of the Game Video 610. Theresulting Shared Display 650 shows the super-imposed image including theStreaming Video Window 630, the Player Message Window 640 unchanged, andnow the remaining screen which is now transparent 651, although it isMagenta on the original video signal.

In still another non-limiting embodiment, the opaque areas of thesuper-imposed images 630 and 640 may apply a customizable level oftransparency from 0% (completely opaque) to 100% (completelytransparent). In another embodiment, it is advantageous andaesthetically pleasing to alter this level very quickly in a shortperiod of time. When the level changes from 0 to 100 or alternativelyfrom 100 down to 0, continuously or at certain values in the range, theresulting effect is for the super-imposed image 625 to fade in or fadeout over the background image 610.

Turning to FIG. 7, a flowchart is shown charting the touch screen signalfrom a player's touch to the final software endpoint receiving therelative pixel screen coordinate. In use, the player touches the screen705 which is registered with the touch screen micro-controller 710. Themicro-controller communicates the touch signal to the Player Trackingtouch driver 715, which interprets the micro-controller protocol tocalculate the physical pixel coordinates (x,y) of the touch 720. ThePlayer Tracking Unit touch driver provides these coordinates to thePlayer Tracking Unit OS 722 such as Windows.

Other non-limiting embodiments associated operating systems are Linux,OSX, QNX, MS-DOS. The Player Tracking Unit 140 O/S receives the physicalscreen coordinates of the touch (x,y) and forwards them to the TouchRouter 725. The Touch Router receives the coordinates (x,y) 730 andmakes a determination 735 if the coordinates refer to a locationcurrently displaying video from a video source other than the PlayerTracking Unit 140, e.g., a Wagering Game executing on a Master GamingController 110. If the source is from an application running on thePlayer Tracking Unit 140, the Touch Router forwards the physical screencoordinates (x,y) to the Player Tracking Unit software 760. However, ifthe touch corresponds to a video signal from the Master GamingController 110, the Touch Router calculates the coordinates (Gx, Gy)from the perspective of the originating video source.

In one embodiment, the game screen coordinates are calculated 740 fromthe scale factor (ScaleX, ScaleY) and shift values (ShiftX, ShiftY)employed to scale and shift the game video signal onto the shareddisplay, as exemplified in FIG. 5. In this way the (Gx, Gy) coordinateswould be calculated in such a way that:

${Gx} = \frac{\left( {x - {ShiftX}} \right)}{ScaleX}$${Gy} = \frac{\left( {y - {ShiftY}} \right)}{ScaleY}$

The Touch Router converts the calculated coordinates (Gx, Gy) to amicro-controller protocol sent to the Game Touch Driver 745. The GameTouch Driver receives the micro-controller data and converts to thephysical screen coordinates (Gx, Gy) and communicates these coordinatesto the Game O/S 750. Then, the Game O/S forwards the coordinates to theGame Software 755.

In another embodiment, the determination logic 735 may be embedded inthe Player Tracking Unit software managing the screen displayed in thePlayer Tracking Unit Video. The Player Tracking Unit software determinesif the touch is on an active part of its display (e.g., a visibleportion) or a non-active portion (e.g. a transparent portion or outsidethe range of an active display). If the touch is on an active portion,it handles the touch through its normal method. If the touch is on aninactive portion, it forwards the (x,y) coordinate to the de-scaling andde-shifting component which converts coordinates and forwards them tothe appropriate device, e.g., the device providing the video source onwhich the player touched.

In still another embodiment, system-rendered content may be shown on asmall iVIEW display (640×240) and a primary game display (main orsecondary). A player may elect to have the data shown on one or bothscreens simultaneously. Triggering events may force the larger primarygame screens to render the media to provide the best customerexperience.

In some embodiments, the PIP windows may slide in or out of view whenthey are not needed. They may also fade in or out as needed as well.Monitored data from the game, Player Tracking Unit device or a servermay trigger these windows (PIP) to appear/disappear based upon businessrules or thresholds.

In some embodiments a player may reposition/resize any PIP window, andall of the other graphics will automatically or manuallyre-organize/rescale/resize. Player-preferred screen configurations maybe saved for later use on this or another gaming machine at a laterdate. This configuration data is stored in a save state server andassociated with a player identifier, a game identifier, and acabinet/display identifier. A player is provided with a configurationscreen to set the desired modes. Level of transparency for any and allwindows is also configurable for a player and may be maintained in thesave state server. A player may configure how they want to look at thegame to build a fully customizable gaming experience.

There is a growing demand in the gaming environment for a video andtouch screen switching hardware device, system, and/or method. Anembodiment of such a device, system, and/or method mixes (e.g.,switches, arbitrates, redistributes, routes, or the like) the VGAoutputs from both the iVIEW (or other system gaming/Player TrackingUnit) and main game processor board to drive either or both the maingame and secondary displays. Furthermore, the device would intelligentlyroute touch screen events to either the game or iVIEW softwarecomponents. The device would allow multiple windows driven by the basegame and system components to simultaneously be shown on the samedisplay(s). One embodiment of a video and touch screen switching deviceprovides a migration strategy for current iVIEWs (or other systemgaming/Player Tracking Unit) with some quick immediate modifications,and requires little or no work for gaming manufacturers to implement.

A preferred embodiment of a video and touch screen switching devicemaintains a wall of separation between the regulated gaming devices andtheir associated gaming equipment. The embodiment enables an operator toprovide differentiated customer experiences on their games, and alsoconsistent customer experience for their systems and every other part oftheir casino and brand. This embodiment enables the above-described,operator-desired functionality, meaning that differentiated experiencesare pushed to each game manufacturer and exist on the gaming device,while consistent experiences may be implemented by a single vendor andexist on the associated equipment device, or possibly an adjunct gamingdevice accessory (depending on regulatory requirements). This embodimentaddresses customer demands in a relatively quick manner, provides moresatisfaction for the customer, and may be more palatable for othermanufacturers.

One embodiment of the Display Manager (see FIG. 8) generally includesthe game CPU (or Master Gaming Controller 800) connected to the mainmonitor 802 and/or top monitor 804 using standard VGA connection. Atouch screen on either of these devices is connected to the Game CPU viaa serial connection. The iVIEW processor 806 is integrated with thesmall 640×240 iVIEW display 808. The iVIEW has a serial touch screen.Both the Game CPU and iVIEW (or other system gaming/Player TrackingUnit) connect their audio into a separate switching device, allowingvolume setting and balancing by a slot tech. A Game Monitoring Unit(“GMU”) 810 is connected to the base game.

In one embodiment shown in FIG. 9, a Display Manager (i.e., Game/SystemSwitcher) includes a video and touch screen switcher disposed betweenthe touch screen displays and the Game CPU and iVIEW, allowing the GameCPU and iVIEW to effectively share the devices. These switchers may beeither software or hardware. In one embodiment, a small hardware videoswitcher would be used along with implementing the touch switcher insoftware running on the iVIEW. In this embodiment, the Display Managerreceives two VGA signals to be mixed and rendered, without copyingand/or saving of the original signals (e.g., switched, arbitrated,redistributed, routed, or the like), to a first monitor via a first VGAoutput signal.

In another embodiment as shown in FIG. 10, an option is extended to twomonitors. The Display Manager receives two additional VGA signals to bemixed and rendered, without copying and/or saving of the originalsignals (e.g., switched, arbitrated, redistributed, routed, or thelike), to a second monitor via a second VGA output signal. Mixingcommands may be received from the iVIEW via a USB connection.

In its most simple implementation, the game content may be scaled, andiVIEW content may be placed beside it in a split screen configuration,as shown in FIG. 11. In this embodiment, the iVIEW (or other systemgaming/Player Tracking Unit) instructs the Display Manager to scale thegame VGA signal to allow enough room for the iVIEW content by supplyingthe overall coordinates (top, left, height, and width). The iVIEW theninstructs the Display Manager to display the iVIEW VGA signal in theupper left corner, again by supplying the appropriate coordinates. TheiVIEW has the intelligence to know the existing game state and playertracking state and may re-size, scale, or position windows based uponbusiness rules.

In order to preserve the aspect ratio of the game and minimizedistortion, the iVIEW may accommodate a full-size screen display,leaving a space for the game content of appropriate proportions as shownin FIG. 12. This technique opens up real estate on top and bottom of thegame window. The iVIEW (or other system gaming/Player Tracking Unit)then instructs the Display Manager to display the iVIEW content fullscreen and to overlay the scaled game window in the appropriatelocation.

Alternatively, in another embodiment, the iVIEW (or other systemgaming/Player Tracking Unit) may instruct the Display Manager to displaythe game content full screen and overlay the iVIEW content (e.g., SystemWindow) on top of the game content as depicted in FIG. 13. Additionally,the Display Manager supports transparency, allowing the game content tobe visible through the iVIEW content.

The iVIEW receives physical screen coordinates via the standard touchscreen. Using its knowledge of how the game content is positioned (sinceit instructed the Display Manager where to place the game content), theiVIEW may determine if the user touched the game content on the screen.Referring to FIG. 14, if the game content was touched, iVIEW passes therelative coordinates to the Display Manager, which calculates what thephysical coordinates would have been if the game content had not beenscaled. The Display Manager then passes these re-mapped coordinates byemulating the micro-controller of the touch screen. The touch controlleris able to emulate the standard touch controllers on the floor.

The Display Manager device, system, and method disclosed herein isadaptable to the various cabinet styles on the slot floor. In the caseof a video cabinet sporting a top monitor, this Display Manager maydrive both monitors simultaneously, depending on the processing powerand VGA connections of the iVIEW (or other system gaming/Player TrackingUnit). Referring to FIG. 15A, the Display Manager (i.e., video switcher)receives two VGA inputs from the Game CPU and two from the iVIEW andplugs into the VGA ports of both the upper and lower monitors. TheDisplay Manager receives commands from iVIEW on how to re-render (e.g.,switch, arbitrate, redistribute, route, or the like) game content oriVIEW content or a combination of both on one or both screens, possiblysimultaneously. Likewise, as shown in FIG. 15B, upper and lower touchscreens plug directly into COM ports on the iVIEW. The Game CPU plugsboth of its serial connections into the iVIEW board. The software touchswitcher on the iVIEW receives inputs from the two touch screens andsends the re-mapped coordinates to the Game CPU on the appropriateserial connection.

Driving dual monitors enables persistent secondary content to display onthe top monitor (e.g. advertising, secondary games) where it is easilyviewed by both the player and others that might be in the surroundingarea while placing short-lived, customer interactive content (e.g.,Service window menus, and the like) on the main game monitor, which isbetter positioned ergonomically for the customers' interaction.

In one non-limiting embodiment in which the iVIEW lacks the processingpower or necessary ports to drive both monitors and of a dual displaycabinet, the Display Manager (i.e., game/system switcher) may beconfigured to drive only one of the monitors (either top or bottom). Inthis embodiment, the Display Manager as shown in FIG. 16A only receivesthe VGA input from the shared monitor and the iVIEW. The software touchswitcher as shown in FIG. 16B on the iVIEW has a COM connection to theshared touch screen and a single COM connection to the Game CPU. Themain monitor is still dedicated to the game by maintaining its directVGA and COM connection to the Game CPU.

In FIGS. 17A and 17B, the case of a video cabinet with no top monitor isshown and is similar to the previous embodiment. The Display Manager isconfigurable to support different resolutions and aspect ratios (e.g.,widescreen displays). Additionally, the unique aspect ratio is therotated widescreen single monitor as shown in FIGS. 18A and 18B. Thisprovides similar viewing access as a dual display cabinet on a singlescreen. The iVIEW (or other system gaming/Player Tracking Unit) isresponsible for managing the unique “real estate” layout (i.e.,thedisplay screen area) and directing the Display Manager appropriatelyon where to place overlays.

Another embodiment of a single screen solution is the stepper cabinetwith a top monitor as shown in FIGS. 19A and 19B. The Game CPU maintainsits connection to a Reel Controller Unit. The Display Manager (see FIG.19A) mixes (e.g., switches, arbitrates, redistributes, routes, or thelike) the Game CPU top monitor content with the iVIEW content. Thesoftware touch switcher (see FIG. 19B) sends the re-mapped touchcoordinates to the Game CPU.

In yet another cabinet style, the stepper cabinet has no top monitor asshown in FIGS. 20A and 20B. One possible solution is to install atransparent overlay over the reels. Since the Game CPU does not have anyVGA output, there is no Display Manager or video switcher (see FIG.20A), and the iVIEW VGA connects directly to the transparent overlay.The overlay becomes a dedicated iVIEW display replacement. Likewise,there is no touch mixing (see FIG. 20B). The iVIEW simply receives thetouches from the overlay touch screen. Alternatively, another embodimentfor stepper cabinets with no top monitors employs the current smalleriVIEW display, which is shown in FIGS. 21A and 21B.

In a preferred embodiment of the Display Manager device, system, and/ormethod, the game manufacturer does not have to take any additionalactions to utilize the functionality of the device, system, and/ormethod. In some embodiments, a few event exception codes may beincorporated to G2S (Game to System) and/or SAS (Slot AccountingSystem), but the immediate benefits to manufacturers are theminimization of any costly development, QA, and/or manufacturersubmissions.

In one embodiment, system-related features remain with system providers,and system-only peripherals remain independent of the base Game OS. As aresult, operators may continue to enjoy rapid development and deploymentof system features across the floor. A single implementation of newsystem features continues to ensure that customer experiences areconsistent, independent of various implementations and capabilitydifferences across the various devices. Remote host providers may workwith a single vendor to develop and support any third-party systemcapabilities. A single implementation provides consistency in thecapabilities in the run-time environments on the floor. A single systemmanufacturer may easily and more quickly define system parameters andestablish agreements for ensuring content runtime environments, therebyreducing the number of variations the content developers need to developand support.

Similarly, a single system manufacturer may control the prioritizationalgorithms for displaying content across the floor. Operators may workwith a single vendor to ensure that high priority content is displayedappropriately, e.g., simultaneously, in a timely manner. Keeping commonsoftware infrastructure components (e.g. Flash player), potentially usedby third parties, are more likely to remain up-to-date since updatingthem is dependent only on a single manufacturer and platform. Systemsfunctionality remains on associated equipment reducing the riskincreased regulatory overhead. Additionally, new cabinets are notrequired for customers to benefit from this technology.

The Display Manager offers benefits to the operators and industry.Depending on desired capabilities, this embodiment provides the operatorwith a migration strategy and the opportunity to preserve a portion oftheir investment in iVIEWs (or other system gaming/Player Tracking Unit)that they currently own. The existing board supports basicsingle-display mixing (e.g., switching, arbitrating, redistributing,routing, or the like).

An operator may upgrade any currently owned iVIEW (See FIG. 22) toprovide a game monitor system window, a top monitor display, or both. Asa result, the operators do not need to decide whether to purchase iVIEWs(or other system gaming/Player Tracking Unit) today or wait for a shareddisplay solution. When the shared display solution is available, orotherwise timely to acquire, they may upgrade their machines, not onlyavoiding the full cost of the new capability, but also possiblyextending the life of their exiting iVIEWs' processor. Once enhancedsystem gaming/Player Tracking Units are available (See FIG. 23),operators may purchase those on new machines moving forward.

Referring now to FIG. 24, in another embodiment, the Display Managercombines the screen content from two or more sources without affectingthe physical construction of the devices connected to it. The mixingmode of the input screens depends on an external input using a USB orserial interface. Preferably, a Display Manager is an image processingunit that has two or more VGA/DVI (and possibly LVDS) inputs and aVGA/DVI output. Additionally, the mode select is another control inputto the Display Manager that also acts as an input for dynamic sizechange commands. The Display Manager may utilize USB, RS-232, or anothersuitable protocol. The above-described input path may also be utilizedfor the upgrading of the Display Manager. In another embodiment, acoaxial input may be used to feed a Television/Tivo/DVR (digital videorecorder) signal directly into the Display Manager.

In one such embodiment, the basic construction of the Display Manager isshown in FIG. 24. Specifically, the Display Manager may be used togenerate a Picture-In-Picture mode. The common display is currentlyshowing the gaming machine screen. The iView/GTM (Game Terminal Manager)has an important message that needs to be displayed on the main screen.A screen display mixing style PIP (Picture-In-Picture) is selected usingthe USB/Serial interface. The Display Manager combines the signal,performs the required image processing, and then provides the input to acommon display. The common display shows the main game with a PIP of theiView/GTM message screen. The size of the PIP screen may also bedynamically changed using the selection input.

In such an embodiment, the control input may be used for screen mixingselection or for the size of the effects. For example, the screen mixingselection may be used with any of the following styles: PIP, POP(Picture-on-Picture), dissolver, fader, andvertical/horizontal/multimode screen splitter. Additionally, the size ofthe effects may be varied (e.g., the split screen or the PIP image sizeand position may be dynamically changed using the control input).Moreover, the Display Manager may be extended to more than two inputs sothat a third input from a standard TV/Tivo/DVR may be connected to useany of the mixing styles for display on the main screen.

In a preferred embodiment of the Display Manager, display mixing effectsmay be implemented without any modifications to the current gamingmachine or GTM hardware. Both the GTM and the gaming machine do notrequire any additional software changes other than the mode control.Even this change may be eliminated if the mode is a fixing mode (e.g.,only PIP). Additionally, the Display Manager simplifies theimplementation of the display mixing in all currently-existing filedhardware, because only a simple VGA cable has to be connected to theDisplay Manager instead of the gaming machine.

Referring now to the Display Manager software and configuration, theDisplay Manager operating system and content include right and bottomdisplay panels. The operator has the option to select a panel that bestsuits the base gaming machine. The operator changes the screenconfiguration by entering the employee page and selecting the “Change DMConfig” button.

In one embodiment, an iVIEW controls the touch screen remapping of thegaming machine and iVIEW, as well as controlling the Display Manager.The Display Manager mixes the video outputs from the iVIEW and the maingaming controller, and displays the combined image on the game screen.The iVIEW OS controls the screen layouts via serial link to the DisplayManager board.

Preferably, the iVIEW board performs touch screen remapping of thegaming machine and iVIEW screen. Touch screen inputs from the video areacorresponding to the main game are routed to the game and inputs fromthe iVIEW area are routed to the iVIEW application. The touch screenmanagement is performed by the iVIEW using a USB to Serial PortConverter. This system is compatible with the existing SDS (Slot DataSystem) environment and does not require modification to the main gameOS.

In one embodiment, the GTM iVIEW operating system in the SD card isMicrosoft Windows CE. The SD card also holds the iVIEW content, whichmay be customized for advertising, messages to the player or othercasino-designed promotional messages. The minimum recommended compactflash size is 256 MB. The content or Operating System (OS) can beupdated by replacing the GTM SD card.

Both the operating system and content are signed and authenticated. TheGTM iVIEW hardware verifies the signatures of the OS and content.Additionally, the GTM iVIEW launches the operating system andapplication after the files are verified. If any of the files on the SDcard are modified, the GTM iVIEW displays an error screen upon boot up.The casino may modify the content file (manufacturer folder in the SDcard), but the new content must be resigned using the manufacturer DSAfile signer (Level III signing). The operating system files may not bemodified by the casino.

In one embodiment, the SD card content enables players to insert theircards to activate a standard player screen and request services,assistance, or other information with unavailable/non-supported itemsbeing “grayed out.” The employee's card activates a standard interfacescreen with associated operator, regulator, and diagnostic/installationfunctions.

In one non-limiting example, the interface with the Gaming MonitoringUnit (GMU) software is consistent using previously-used interfaces. TheGTM iVIEW uses a standard EPI port to connect to the GMU. Neither theGTM iVIEW Operating System, application, nor Content modify the metersor the accounting information stored and processed by the GMU.

This embodiment is compatible with (1) Capstone Display Manager Boardwith OS version fli8548_RD4_board_ext_v7.hex; (2) SDS 8.2.X or higher;(3) MC300 Game Monitoring Unit with ECO 2103 or higher; (4) iVIEW SoundMixer (GLI file number SY-22-SDS-06-14); and (5) GTM iVIEW touch screendisplay. Additionally, this embodiment introduces various enhancementsand features, including (1) right and bottom Display Manager displayscreens; (2) new employee functions to select the left, right, or bottomDisplay Manager display screens; and (3) support for additional videoresolutions (VESA-compliant; 640×480 to 1280×1024), video refresh rates(50 hz to 85 hz), video output (VGA and DVI), and touch screen serialinterfaces (3M EX-II).

The Display Manager is a hardware component that mixes the iVIEW contentand the game content and then displays the mixed content on the gamingmachine's monitor-touch screen. Mixing the content for both the game andthe iVIEW onto one screen provides players easier access for downloadingcredits from their accounts without interruption of game play or accessto other player functions. The hardware component is installed betweenthe iVIEW display and the gaming machine's monitor-touch screen.

In one embodiment, the following hardware and software are installed toconnect and run the Display Manager feature: (1) iVIEW GTM (206978) withvideo pigtail (206970-00-0) and (2) DM operating system (OS).Additionally, in one embodiment, installation of the Display Manageruses the following components: (1) three USB Cables; (2) two USB toSerial Connectors; (3) USB Hub; (4) one Display Manager with VGA to DVIConverter, including a DVI cable; (5) one RS232 Serial Cable, Molex8-pin from iVIEW J2 to 9-pin serial on the Display Manager; (6) oneRS232 Cable USB Hub to monitor touch screen; (7) three VGA Cables (iVIEWVGA OUT to DM VGA to DVI converter IN, gaming machine Processor BoardVGA OUT to DM VGA IN, and DM VGA OUT to gaming machine Monitor VGA IN);(8) one RS232 Null Modem Cable (USB Hub to gaming machine processorboard touch screen 9-pin serial connector).

In another aspect of one embodiment, the Display Manager operatingsystem (OS) and content held on the iVIEW SD card are upgraded wheninstalling the Display Manager software. Typically, this is performed byinserting the SD (Secure Digital) card into the SD socket on the iVIEW.

Further, in one non-limiting embodiment, the Display Manager hardware isinstalled by plugging each cable into the appropriate connector on eachpiece of hardware as follows: (1) USB cable from iVIEW USB Host to USBHub; (2) USB cable/serial to USB converter connector from USB Hub toRS232 cable to monitor touch screen; (3) USB cable/serial to USBconverter connector from USB Hub to RS232 Null Modem cable to gamemachine processor board DB9 touch screen connector; (4) iView VGA OUT toDisplay Manager DVI converter box VGA IN port; (5) iVIEW RS232 toDisplay Manager serial 9-pin; (6) gaming machine VGA OUT to DisplayManager VGA IN; (7) Display Manager VGA OUT to monitor VGA IN; (8) DVIcable from Converter OUT to Display Manager Converter IN (Converterdipswitches 1, 5, and 10 should be in the ON position).

Referring now to FIG. 25, after the Display Manager software andhardware have been installed, the gaming screen is then configured. Inone embodiment, the configuration is performed by accessing the employeemode to calibrate the touch screen. Specifically, the touch screen iscalibrated by accessing the employee mode, selecting touch screencalibration, and following the instruction prompts on the monitor forcalibration.

As shown in FIG. 26, a user (1) accesses the employee mode, (2) selectsthe Display Manager Configuration Screen, and (3) touches the area ofthe screen where the menu is to display. The typical configuration forvideo gaming machines is as follows: For the Left: Bottom bar is alwayson. The Menu displays on the left side. The game shrinks to fit theupper-right. For the Right: The bottom bar is always on. The Menudisplays on the right side. The game shrinks to fit the upper-left. ForSpinning-Reel machines, select Bottom. After the settings have beenselected, touch OK to save the settings.

Referring now to FIG. 27, a component diagram of the Display Manager isshown in connection the EGM main controller (Master Gaming Controller),the GTM iView, and the gaming machine's display screen (EGM display).Additionally, at least one possible non-limiting embodiment of thewiring of these components is shown. In another embodiment, the DisplayManager is configured to support DVI & VGA on both inputs and outputs,eliminating the external TTL & DVI converters. In still anotherembodiment, touch scaling is incorporated into the Display Managerboard, thereby eliminating the USB hub and serial-USB converters.

In yet another embodiment, Genesis FLI8668 scaler chip is used insteadof the FLI8548 scaler chip. The Genesis FLI8668 scaler chip is morepowerful and can support higher resolutions and more flexible PIPoptions. The FLI8668 scaler chip provides high integration for advanced,dual-channel applications of Picture-in-Picture (PIP) andPicture-by-Picture (PBP). Specifically, two videos decode with 3D combfilters and two channels of DCDi (Directional Correlation Deinterlacing)processing, and true 10-bit performance provides an extreme high-qualitypicture for a two-channel application.

Additionally, the FLI8668 scaler chip provides special performancefeatures such as the Faroudja DCDi Cinema video format converter, bluestretch, DDR memory with a read-write of 10 bits per pixel, and flexiblesharpening algorithms providing unparalleled performance. The FLI8668scaler chip also includes an integrated Analog Front-End (AFE) thatincludes two triple ADCs, a cross-point switch, and two FaroudjaIntellicombTM 3D comb filters. The flexible AFE ensures simple PCBdesign with direct connections to TV tuners and input video connectors.

Genesis Microchip Inc., the maker of the Genesis scaler chip has beenacquired by STMicroelectronics (NYSE: STM). Worldwide Headquarterslocated at STMicroelectronics, 39, Chemin du Champ des Filles, C. P. 21,CH 1228 Plan-Les-Ouates, GENEVA, Switzerland. One of ordinary skill inthe art will appreciate that other equivalent (or better) scaler chipsmay also be utilized without departing from the scope of the invention.

Referring now to FIG. 28, a simplified component diagram of the DisplayManager is shown in connection the EGM main controller (Master GamingController), the iView, and the Game Display. The component diagramshows both the video connections and the touch screen control.

Referring now to FIG. 29, a logic flow diagram is shown of the DisplayManager's basic functions. As shown in FIGS. 30 and 31, a logic flowdiagram of uncarded direct messages using the Display Manager system isdisclosed (FIG. 30) and a logic flow diagram of carded direct messagesusing the Display Manager system is disclosed (FIG. 31).

Referring now to FIG. 32, a logic flow diagram is shown of theadditional Display Manager functions. Additionally, with reference toFIG. 33, a logic flow diagram of the additional serial touch screenfunctions is disclosed.

One of ordinary skill in the art will appreciate that not all gamingsystems and methods will have all these components and may have othercomponents in addition to, or in lieu of, those components mentionedhere. Furthermore, while these components are viewed and describedseparately, various components may be integrated into a single unit insome embodiments.

The various embodiments described above are provided by way ofillustration only and should not be construed to limit the claimedinvention. Those skilled in the art will readily recognize variousmodifications and changes that may be made to the claimed inventionwithout following the example embodiments and applications illustratedand described herein, and without departing from the true spirit andscope of the claimed invention, which is set forth in the followingclaims.

What is claimed is:
 1. A gaming system for presenting both game playvideo signals and secondary video signals on a single display, thegaming system comprising: a touch screen game display that displaysvideo signals, the touch screen game display in communication with atouch router device; a gaming controller that generates a game playvideo signal; a secondary controller that generates a second videosignal; a display manager including a scaler chip in communication withthe gaming controller, the secondary controller, and the touch screengame display, wherein the display manager receives the game play videosignal from the gaming controller and the second video signal from thesecondary controller, and wherein the scaler chip of the display managerscales or shifts at least one of the first video signal and the secondvideo signal to an altered size, enabling the first video signal fromthe gaming controller to be rendered with the second video signal fromthe secondary controller; and a coordinate transformation calculationdevice that receives coordinates from an input on the touch screen gamedisplay and accommodates any scaling or shifting performed on at leastone of the first video signal and the second video signal to determinetransformed coordinates corresponding to the altered size of therendered video signals; wherein the transformed coordinates are routedto one of the gaming controller or the secondary controller according tothe source of the video signal rendered at the coordinates received fromthe input on the touch screen game display.
 2. The system of claim 1,wherein the display manager simultaneously displays the first videosignal from the gaming controller and the second video signal from thesecondary controller on the touch screen game display.
 3. The system ofclaim 2, wherein the display manager scales the touch screen gamedisplay to a reduced size and renders the first video signal from thegaming controller in a shifted position on the touch screen gamedisplay, enabling the second video signal from the secondary controllerto be displayed adjacent to the first video signal that has been scaledand shifted on the touch screen game display.
 4. The system of claim 2,wherein the display manager overlays the second video signal from thesecondary controller on the first video signal from the gamingcontroller on the touch screen game display.
 5. The system of claim 4,wherein the overlaid second video signal from the secondary controllerobscures at least a portion of the first video signal from the gamingcontroller.
 6. The system of claim 4, wherein the overlaid second videosignal from the secondary controller includes a level of transparencyenabling the first video signal from the gaming controller to be atleast partially visible through the second video signal.
 7. The systemof claim 6, wherein the display manager overlays the second video signalfrom the secondary controller on the first video signal from the gamingcontroller with different levels of transparency in different areas ofthe touch screen game display.
 8. The system of claim 1, wherein thedisplay manager receives commands from at least one of the gamingcontroller and the secondary controller directing the display manager tosimultaneously display the first and second video signals from thegaming controller and the secondary controller.
 9. The system of claim1, further comprising a secondary display in communication with thedisplay manager, and wherein the display manager displays at least oneof the first and second video signals from the gaming controller andsecondary controller on the secondary display.
 10. The system of claim1, further comprising a game monitoring unit in communication with thegaming controller and the secondary controller.
 11. A gaming system forpresenting both game content and secondary content on a single display,the gaming system comprising: a touch screen game display configured todisplay content, the touch screen game display in communication with atouch router device; a gaming controller configured to generate gamecontent to be viewed on the touch screen game display; a secondarycontroller configured to generate secondary content to be viewed on thetouch screen game display; a display manager including a scaler chip incommunication with the gaming controller, the secondary controller, andthe touch screen game display, wherein the display manager receives gamecontent from the gaming controller and a secondary content from thesecondary controller, and wherein the scaler chip of the display managerscales at least one of the game content and the secondary content to analtered size, enabling the game content from the gaming controller to berendered with the secondary content from the secondary controller on thetouch screen game display; and a coordinate transformation calculationdevice that receives coordinates from an input on the touch screen gamedisplay and accommodates any scaling or shifting performed on at leastone of the game content and the secondary content to determinetransformed coordinates corresponding to the altered size of therendered content; wherein the transformed coordinates are routed to thegaming controller or the secondary controller according to the source ofthe video signal rendered at the coordinates received from the input onthe touch screen game display.
 12. The system of claim 11, wherein thedisplay manager simultaneously displays the game content from the gamingcontroller and the secondary content from the secondary controller onthe touch screen game display.
 13. The system of claim 12, wherein thedisplay manager scales the touch screen game display to a reduced sizeand renders the game content from the gaming controller in a shiftedposition on the touch screen game display, enabling the secondarycontent from the secondary controller to be displayed adjacent to thegame content that has been scaled and shifted on the touch screen gamedisplay.
 14. The system of claim 12, wherein the display manageroverlays the secondary content from the secondary controller on the gamecontent from the gaming controller on the touch screen game display. 15.The system of claim 14, wherein the overlaid secondary content from thesecondary controller obscures at least a portion of the game contentfrom the gaming controller.
 16. The system of claim 14, wherein theoverlaid secondary content from the secondary controller includes alevel of transparency enabling the game content from the gamingcontroller to be at least partially visible through the secondarycontent.
 17. The system of claim 16, wherein the display manageroverlays the secondary content from the secondary controller on the gamecontent from the gaming controller with different levels of transparencyin different areas of the touch screen game display.
 18. The system ofclaim 11, wherein the display manager receives commands from at leastone of the gaming controller and the secondary controller directing thedisplay manager to simultaneously display the game content and secondarycontent from the gaming controller and the secondary controller.
 19. Thesystem of claim 11, further comprising a secondary display incommunication with the display manager, and wherein the display managerdisplays at least one of the game content and secondary content from thegaming controller and secondary controller on the secondary display. 20.The system of claim 11, further comprising a game monitoring unit incommunication with the gaming controller and the secondary controller.